A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
传统的防窥膜正是从这个角度来入手的。
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This Side Hustle Spotlight Q&A features Federica Mercuriello, 42, founder of Sausly, a business selling pasta and sauce kits made in Italy. Originally from Italy and now based in Miami, Florida, Mercuriello moved to the U.S. in 2009 on a scholarship to study civil engineering at Columbia University. Responses have been edited for length and clarity.